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TF2 Weapons Mod 1.6.4-Fix2

Team Fortress Weapons

  1. Surprise Big Mod Update!

    Random_NPC1996
    This here, is a big update after over a year of me being missing. Sorry for the wait, life has to happen and I should not let it wait. And obviously I have time now to come back work on this pool of nightmare fuel I started, probably a very loose end to tie up but what do I know...

    Changes:
    1. I am now going to release my mods as .pak files, so no other funny process is needed now, just throw it there, don't even need to unzip, just stash it in and good to go. BTW remember to back up your saves and remove the old mod files. There will be quite some missing stuffs here and there cause I added some home-cooked mechanics into this mod. I will suggest to throw all the previously created weapons (from this mod) and start from scratch.
    2. Plenty of buffs, nerfs, tweaks, and new mechanics. Check out the work log below to see what has been changed, specifically.

    Version Work Logs
    <1.5.5?>
    - changed status effect icon:
    > Crusader's Crossbow
    > Jarate
    - added stock weapons:
    > Stock Shotgun
    > Stock Grenade Launcher
    - added non-stock weapon:
    > Bonk! Atomic Punch
    - added recipe
    > Bonk! Atomic Punch
    > Stock Grenade Launcher
    > Stock Shotgun
    - item balanced and tested:
    > Bonk! Atomic Punch
    > Stock Grenade Launcher
    > Stock Shotgun
    - custom sound added:
    > Stock Grenade Launcher
    > Stock Shotgun

    <1.5.6>
    - reworked - description:
    > All miniguns - forceWalk when minigun is spun up
    > All snipers - forceWalk when "scoped", activeItem
    and projectile code reworks and balancing, previousy
    crafted snipers might be broken, suggest re-crafting
    > Snipers: Stock and Machina - Do headshots if bullet
    hits head (or upper body part, to make it easier,
    npc killed in 1 hit, player untested)
    > Weapon Levels and Price - Reduced and Reconsidered Using
    Reference to random generated weapons price stats,
    level as weapon rarity [1 ~ 4]
    > Blutsauger - Increased DPS and inaccuracy
    - added stock weapons:
    > Stock Pistol
    > Stock Revolver
    > Stock Scattergun
    > Stock Syringe Gun
    - added non-stock weapons:
    > Force A Nature (Force-A-Nature Jump skill included, high knockback)
    - custom sound added:
    > Stock Pistol
    > Stock Revolver
    > Stock Scattergun
    - item balanced and tested:
    > Stock Pistol
    > Stock Revolver (Like pistol, but called revolver)
    > Stock Scattergun (Shotgun with rather less spread)
    > Stock Syringe Gun (More dull and inaccurate version
    of Blutsauger)
    > Force A Nature (skill included, high knockback)

    <1.5.7>
    - added stock weapons:
    > Stock SMG (offsets ok, used stock shotgun's code
    instead of stock pistol)
    > Stock Flamethrower (with airblast skill, extinguishes teammate/friendlies)
    - added non-stock weapons:
    > Hitman's heatmaker (Stock Sniper Rifle w/ reduced body
    shot damage but increased charge rate, same energy drain)
    - custom sound added:
    > Force A Nature
    > Hitman's heatmaker
    > Stock SMG
    > Stock Flamethrower
    - item balanced and tested:
    > Hitman's heatmaker
    > Stock SMG
    > Stock Flamethrower (primary ref-ed to default flamethrower)

    <1.5.8>
    - reworks:
    > Stock Pistol and Stock Revolver, used the wrong json code, corrected and
    fixed offset problem.
    > Changed Machina Descriptions
    > Changed Item Rarity
    - added others:
    > Custom Crafting Station and crafting parts.
    > Crafting Recipe Added with the following rules:
    --------------------------------
    3 copper = 1 scrap
    3 scrap + 3 silver = 1 reclaimed.
    3 reclaimed + 3 gold = 1 refined.
    --------------------------------
    class token: 3 scrap.
    slot token: 3 scrap.
    --------------------------------
    common weapon: class token, slot token, 3 scrap.
    uncommon weapon: class token, slot token, 3 reclaimed.
    rare: class token, slot token, 3 refined.
    legendary: class token, slot token, 3 refined, 3 diamond.
    --------------------------------

    <1.5.9>
    - changes:
    > SFX rework, some effects may still make some ears gone deaf... I guess
    > Weapon firerate rework: All flareguns and sticky bomb launcher firerate increased
    > Resolution to an undetected bug for sticky bomb launcher, where the bomb will
    stay undetonated forever, literally. Solution, when weapon is unequipped, projectile will
    self-detonate in 8 seconds, re-equip the weapon to reset the timer to infinite, slight
    buggy but still at least less troubling that the old bug.
    > Changed Most Guns to stick with guns tooltipkind.

    <1.6.0>
    - worked:
    > Weapon description changes, using gun tooltipKind when possible, only legendaries
    never show gun tooltips, but using base tooltips.
    > Release to steam and the forum page

    Note: I added all the stock weapons, except for the medigun, I'm not diving into that pool of nightmarefuel this early, I think I am not ready to be make it perfect, yet.
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